I don't recall exactly, but didn't you make a post at the start of MoP complaining there was too much to do?

Granted ya, Timeless Isle is lacking in terms of engaging stuff (namely the failness that is a non-account wide tracking achievement **glances at Bigger Bag**), but it's not that bad.

However, you're comparing apples and oranges here.

The Thunder Isle is as rich in content as it is due to the lore surrounding it and the work up to the raid. The Timeless Isle is just a new area to go f off in that really has nothing to do with the overall arching story. So ya, there's not going to be a 'let us hold your hand while we guide you on quests' style for the isle.

Why do you say progession is fast? I mean, these are what is considered the best WoW players in the world. So ya...they're gonna kill shit fast in terms of days...but do you see how many attempts they're putting in per boss to kill them? Didn't Paragon's report nearly 200 pulls on Seigebreaker?

I focus mainly on Pet Battles, Crafting, and Flex right now, but I would rate it much higher...maybe 80-90%ish.

The pet battle updates for 5.4 are pretty good. Some of the new pets have really interested combos (Death Adder and Lil Bling just for example). The sheer number of new pets has kept me pretty engaged for quite a while. The Celestial tournament was fun. I really enjoyed trying to figure out good teams against the new tamers and the celestials.

From a raiding perspective, I have really enjoyed flex. It has allowed us to raid again with friends since we now have room for everyone even if we don't have 25 peeps. I think there are some scaling issues for a few of the bosses when you hit a certain number of people (the 3rd boss comes to mind), but overall have felt the challenge to be about right for the type of group we are.

I like how this time the new crafting gives items that actually exceed LFR by quite a bit and don't cost a ton of mats at the same time. I'm not huge on the time investment to get there, but I can accept the tradeoff if the mats are not terrible for a semi poor person.

All in all I have liked this patch so far. It's not as lore intensive as the last couple, but the new raid content at least helps address that.

cdan wrote:Also, where is the nearest forge? Anvils, yes, but the forge?

Talk to your friendly neighborhood engineer and carry one with you.

I have loads of them as my Rogue is an Engineer. Just an annoying omission, but I am at that level of frustration with WoW at the moment that I would complain about the size of the "inn" if there were forges available.

-Timeless island:nayThere is actually no real content on it,just "kills tons of this,then tons of that".Did it for the first 3 weks,then lost all interest.Vanilla had more interesting "boring" stuff (and i'm thinking of really boring stuff,like running around with the sands in Silithus)

-Siege of orgrimmar:yayNot a bad raid,i'm enjoying it so far

All the character profile site keep going down,so i could as well not place anything here

I like it a lot more than ToT, so far. Easily one of the better end raids of an expansion. I'm fine with early bosses being easy, since, you know, we had tons of heroic gear going into it. Normals shouldn't be difficult for heroic guilds.

Proving Grounds:

I've probably put 20-50 hours into it since the patch hit. Easily one of my favorite additions to the game. It felt so good to get the top score on the server. Currently taking a break for it, but US #3 and West #5 for paladins isn't going to hold me for long

Timeless Isle:

I've had a lot of fun here, as have many of my friends and guildies. I haven't bothered with rep because, well, it's kind of an insane grind. If you know that going in, you know better than to waste your time